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Post by Super Cuddles on Jun 17, 2004 22:15:39 GMT
Made by Deathchilly, we should use this for our pokemon stats instead, it's easier for scripting I think...
POKEMON[
/*------------------------------------------BULBASAUR--------------------------------------*/ { /* POKEMON SPECIES */ Species Bulbasaur;
/* POKEMON IMAGES */ Bulbasaur.Image Bulbasaur.png; Bulbasaur.ShinyImage Bulbasaur_Shiny.png;
/* POKEMON STATS */ BaseHP 45; BaseAttk 49; BaseDef 49; BaseSpd 45; BaseSpcAttk 65; BaseSpcDef 65;
/* POKEMON POKEDEX NUMBER */ Pokedex.Numbs=001,226,203;
/* POKEMON POKEDEX DESCRIPTION*/ Pokedex.Desc=BULBASAUR can be seen napping in bright sunlight. There is a seed on its back. By soaking up the sun's rays, the seed grows progressively larger.
/* POKEMON POKEDEX SPECIES */ Pokedex.Species=Seed;
/* POKEMON POKEDEX WEIGHT & HEIGHT */ Pokedex.Weight=2'04" ft; Pokedex.Height=15.0 lb;
/* POKEMON POKEDEX COLOUR */ Pokedex.Colour=Green;
/* POKEMON ABILITY */ Ability Overgrow:100;
/* POKEMON GENDER */ Gender 87.5,12.5;
/* POKEMON TYPE */ Types Grass,Poison;
/* POKEMON CAPTURE RATE */ CaptureRate 45;
/* POKEMON EGG PRODUCED */ Egg Bulbasaur;
/* POKEMON EGG GROUP*/ EggGroup Monster,Plant;
/* POKEMON EGG STEPS TO HATCHING*/ EggSteps 5120;
/* POKEMON EFFORT POINTS */ EffortPoints Special Attack:1;
/* POKEMON LEVEL-UP ATTACKS */ Attack[1] Tackle; Attack[4] Growl; Attack[7] Leech Seed; Attack[10] Vine Whip; Attack[15] Poisonpowder; Attack[15] Sleep Powder; Attack[20] Razor Leaf; Attack[25] Sweet Scent; Attack[32] Growth; Attack[39] Synthesis; Attack[46] Solar Beam;
/* POKEMON TAUGHT ATTACKS */ Attacks[@teach] Toxic,Bullet Seed,Hidden Power,Sunny Day,Protect,Giga Drain,Frustration, Solarbeam,Return,DoubleTeam,Sludge Bomb,Facade,Secret Power,Rest,Attract,Swords Dance, Body Slam,Double-Edge,Mimic,Substitute,Cut,Strength,Flash,Rock Smash;
/* POKEMON BREEDING ATTACKS */ Attacks[@breed] Light Screen,Skull Bash,Safeguard,Charm,Petal Dance,Magical Leaf,Grasswhistle, Curse;
/* POKEMON EVOLUTION */ if(Bulbasaur.Level>=16 && LevelUp){ Evolve Ivysaur; } }
/*-------------------------------------------IVYSAUR---------------------------------------*/ { /* POKEMON SPECIES */ Species Ivysaur;
/* POKEMON IMAGES */ Ivysaur.Image Ivysaur.png; Ivysaur.ShinyImage Ivysaur_Shiny.png;
/* POKEMON STATS */ BaseHP 60; BaseAttk 62; BaseDef 63; BaseSpd 60; BaseSpcAttk 80; BaseSpcDef 80;
/* POKEMON POKEDEX NUMBER */ Pokedex.Numbs=002,227,204;
/* POKEMON POKEDEX DESCRIPTION*/ Pokedex.Desc=There is a bud on this POKéMON's back. To support its weight, IVYSAUR's legs and trunk grow thick and strong. If it starts spending more time lying in the sunlight, it's a sign that the bud will bloom into a large flower soon.
/* POKEMON POKEDEX SPECIES */ Pokedex.Species=Seed;
/* POKEMON POKEDEX WEIGHT & HEIGHT */ Pokedex.Weight=3'03" ft; Pokedex.Height=29.0 lb;
/* POKEMON POKEDEX COLOUR */ Pokedex.Colour=Green;
/* POKEMON ABILITY */ Ability Overgrow:100;
/* POKEMON GENDER */ Gender 87.5,12.5;
/* POKEMON TYPE */ Types Grass,Poison;
/* POKEMON CAPTURE RATE */ CaptureRate 45;
/* POKEMON EGG PRODUCED */ Egg Bulbasaur;
/* POKEMON EGG GROUP*/ EggGroup Monster,Plant;
/* POKEMON EFFORT POINTS */ EffortPoints Special Attack:1,Special Defense:1;
/* POKEMON LEVEL-UP ATTACKS */ Attack[1] Tackle; Attack[1] Growl; Attack[1] Leech Seed; Attack[4] Growl; Attack[7] Leech Seed; Attack[10] Vine Whip; Attack[15] Poisonpowder; Attack[15] Sleep Powder; Attack[22] Razor Leaf; Attack[29] Sweet Scent; Attack[38] Growth; Attack[47] Synthesis; Attack[56] Solar Beam;
/* POKEMON TAUGHT ATTACKS */ Attacks[@teach] Toxic,Bullet Seed,Hidden Power,Sunny Day,Protect,Giga Drain,Frustration, Solarbeam,Return,DoubleTeam,Sludge Bomb,Facade,Secret Power,Rest,Attract,Swords Dance, Body Slam,Double-Edge,Mimic,Substitute,Cut,Strength,Flash,Rock Smash;
/* POKEMON EVOLUTION */ if(Ivysaur.Level>=32 && LevelUp){ Evolve Venusaur; } }
/*-------------------------------------------VENUSAUR--------------------------------------*/ { /* POKEMON SPECIES */ Species Venusaur;
/* POKEMON IMAGES */ Venusaur.Image Venusaur.png; Venusaur.ShinyImage Venusaur_Shiny.png;
/* POKEMON STATS */ BaseHP 80; BaseAttk 82; BaseDef 83; BaseSpd 80; BaseSpcAttk 100; BaseSpcDef 100;
/* POKEMON POKEDEX NUMBER */ Pokedex.Numbs=003,228,205;
/* POKEMON POKEDEX DESCRIPTION*/ Pokedex.Desc=There is a large flower on VENUSAUR's back. The flower is said to take on vivid colors if it gets plenty of nutrition and sunlight. The flower's aroma soothes the emotions of people.
/* POKEMON POKEDEX SPECIES */ Pokedex.Species=Seed;
/* POKEMON POKEDEX WEIGHT & HEIGHT */ Pokedex.Weight=6'07" ft; Pokedex.Height=220.0 lb;
/* POKEMON POKEDEX COLOUR */ Pokedex.Colour=Green;
/* POKEMON ABILITY */ Ability Overgrow:100;
/* POKEMON GENDER */ Gender 87.5,12.5;
/* POKEMON TYPE */ Types Grass,Poison;
/* POKEMON CAPTURE RATE */ CaptureRate 45;
/* POKEMON EGG PRODUCED */ Egg Bulbasaur;
/* POKEMON EGG GROUP*/ EggGroup Monster,Plant;
/* POKEMON EFFORT POINTS */ EffortPoints Special Attack:2,Special Defense:1;
/* POKEMON LEVEL-UP ATTACKS */ Attack[1] Tackle; Attack[1] Growl; Attack[1] Leech Seed; Attack[1] Vine Whip; Attack[4] Growl; Attack[7] Leech Seed; Attack[10] Vine Whip; Attack[15] Poisonpowder; Attack[15] Sleep Powder; Attack[22] Razor Leaf; Attack[29] Sweet Scent; Attack[41] Growth; Attack[53] Synthesis; Attack[65] Solar Beam;
/* POKEMON TAUGHT ATTACKS */ Attacks[@teach] Toxic,Bullet Seed,Hidden Power,Sunny Day,Protect,Giga Drain,Frustration, Solarbeam,Return,DoubleTeam,Sludge Bomb,Facade,Secret Power,Rest,Attract,Swords Dance, Body Slam,Double-Edge,Mimic,Substitute,Cut,Strength,Flash,Rock Smash; }
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Post by V Faction on Jun 17, 2004 22:25:47 GMT
*cough*
No offense to DeathChill, but I'm going to continue to use the format we have now, as it's ideal for the PokeDex. AND it's a lot more coherent. This format for the scripting can be taken care of once we actually get all the stats down. Heck, once we get EVERYTHING down.
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Post by DeltaSuicune on Jun 18, 2004 0:44:13 GMT
Feel free to use whatever format you like or are used to, that's just the anticipated final format that you will need to script it in with. An advanced notice, that's all.
~DS
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Post by Fluo on Jun 18, 2004 1:32:42 GMT
You know, there is such a thing as writing a script, or a program, to translate your current format into the scripted format. Making and executing such a script would not take more than ten minutes.
There is also such a thing as separating code and data.
And I hope this format isn't final, because it really sucks. It's incoherent (instanciation and function calls are not properly distinguished), inconsistent (use of both " " and "=" for attribution) and inflexible (you must refer to moves, types, breeding groups and such by NUMBER, or by KEYWORD, not by NAME - if you want to change the name of, say, a move, you should never have to change more than one reference to it).
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Post by DeltaSuicune on Jun 18, 2004 2:57:49 GMT
You know, there is such a thing as writing a script, or a program, to translate your current format into the scripted format. Making and executing such a script would not take more than ten minutes. There is also such a thing as separating code and data. And I hope this format isn't final, because it really sucks. It's incoherent (instanciation and function calls are not properly distinguished), inconsistent (use of both " " and "=" for attribution) and inflexible (you must refer to moves, types, breeding groups and such by NUMBER, or by KEYWORD, not by NAME - if you want to change the name of, say, a move, you should never have to change more than one reference to it). And you know, there are such tasks that require work that isn't always necessary? Who cares if you can write a program that translates text into leet. Worth the effort, well who knows. You have to enter the same amount of data, whether it be in text boxes in a little program window or in a txt file, your call. Whoopie. Inflexible, well as you well know programs can operate in many many ways, as many as there are human brains and thought patterns. Flexibility is in how you use the structure, not variables names. Whether you call a move by name or number, if you want to change the name of a move, you shouldn't have to resort everything in alphabetical order. Especially more at PT since they may choose to rename moves and such since many things here are original. I know you love to make our life difficult, but if you really want to seem intelligent, could you perhaps post some constructive criticism? That way you can flaunt your technological knowledge in an appropriate manner and not seem so obstructive to everyone. ~DS
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Post by sneasel on Jun 18, 2004 3:36:38 GMT
Come to think of it, we need to make Capture Rates for our guys. I suppose I could do it for them all if no one else cares to...
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Post by Fluo on Jun 18, 2004 13:19:03 GMT
And you know, there are such tasks that require work that isn't always necessary? Who cares if you can write a program that translates text into leet. Worth the effort, well who knows. You have to enter the same amount of data, whether it be in text boxes in a little program window or in a txt file, your call. Whoopie. V-Faction said he preferred the old format. And then, I said that, anyway, it would be easy to transform the old format into the new via a script. Therefore, they can keep using their preferred format and then spend a mere ten minutes to translate it. What's not to understand? You don't get it. For me, flexibility is to which extent it is possible to perform modifications easily. When you do things like this: You are basically saying that, at level 46, Bulbasaur learns "Solarbeam" (it's one word IIRC). You are referring to it by name. And you keep doing so for Ivysaur and Venusaur. Now, if you want to change the name of this move, what do you have to do? You have to change the quoted reference, the reference for Ivysaur, for Venusaur, AND for the taught moves, and do so for every other pokemon. That's hundreds of references to change. Of course, I guess you can write a script to do it (lol), but that's still really bad programming. That is why you must refer to moves by number, or by keyword. For example, maybe "Solarbeam" could be a keyword which is then re-evaluated as the real name of the move Solarbeam - consequently, you would always use "Solarbeam" in the script, but it would be different for clients (eg "Lightbeam"). If that's already the case then I'm sorry, I didn't think it was. It's constructive criticism, but I never expected you to understand it, you know, because it wasn't even aimed at you. If DeathChill thinks I'm not nice enough, or that I misunderstood something, then he'll say it himself, and all will be good, thank you. I mean, seriously, what I say is only obstructive if you want it to be.
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Post by FMY on Jun 18, 2004 13:28:43 GMT
You are basically saying that, at level 46, Bulbasaur learns "Solarbeam" (it's one word IIRC). You are referring to it by name. And you keep doing so for Ivysaur and Venusaur. Now, if you want to change the name of this move, what do you have to do? You have to change the quoted reference, the reference for Ivysaur, for Venusaur, AND for the taught moves, and do so for every other pokemon. That's hundreds of references to change. Of course, I guess you can write a script to do it (lol), but that's still really bad programming. That is why you must refer to moves by number, or by keyword. For example, maybe "Solarbeam" could be a keyword which is then re-evaluated as the real name of the move Solarbeam - consequently, you would always use "Solarbeam" in the script, but it would be different for clients (eg "Lightbeam"). If that's already the case then I'm sorry, I didn't think it was. Well, I don't know what's possible in this language, but in most languages you can save information in variables. If that's the case here too, you could make a variable called "strongGrassMove" with the value of "Solarbeam". Then if you want to change the name, you just change strongGrassMove's value.
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Post by Darkdog on Jun 18, 2004 19:43:59 GMT
Ummm... Fluo, Delta is part of DeathChill's staff, and has immense knowledge in computers and elsewhere. Of course she understood it, due to the fact that she probably wrote some of the new format, or at least helped with it. Besides, saying that you did not expect her to understand it is rude and uncalled for.
BTW, if writing a script to translate into the new format is so easy, why don't you do it? Like you said, it should only take you about ten minutes.
Oh, and, Delta, excuse me if I am using my pronouns wrong and you are a he.
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Post by sneasel on Jun 18, 2004 19:48:40 GMT
Uh, DS is a he.
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Post by DeathChill on Jun 18, 2004 19:54:50 GMT
Oh, and, Delta, excuse me if I am using my pronouns wrong and you are a he. Delta is indeed a he. It's easy enough to do a search and replace. I just realized that Solarbeam mistake (all online references refer to it as Solar Beam for some odd reason), I just hit replace Solar Beam with Solarbeam and I was in done. Much easier then sifting through numbers trying to remember which is which. As well, the only reason I call the moves by the names is because the main server will not deviate with any new Pokemon or attacks, nor will attacks names or effects be changed. It is unneeded to call them by anything and readability is key when I want others to properly add more Pokemon. It'd be just as easy to call each attack by number (which allows you to change them easily) but I am not going to as it is not needed at all for the use I am making of it. The reason for using '=' and ' ' is because some of those are variables. Stuff such as assigning abilities are built-in commands, Pokedex.Desc is a variable that each Pokemon can access, not a command. The scripting language has power, but it also has simplicity. See, variables are '=' and commands are ' '. Simple enough, I'd think? No offense to DeathChill, but I'm going to continue to use the format we have now, as it's ideal for the PokeDex. AND it's a lot more coherent. This format for the scripting can be taken care of once we actually get all the stats down. Heck, once we get EVERYTHING down. Your format is the same, except that you're missing some of the information. As well, you can put all the stuff in any order you please, the order I used was just down that way because I happened to remember each object in that order. You could put all the Pokedex stuff together, all the stat stuff together (as I did),etc.
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Post by Darkdog on Jun 18, 2004 20:01:13 GMT
I sort of new Delta was a he, but I couldn't remember so I just... guessed.
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Post by DeltaSuicune on Jun 18, 2004 21:38:17 GMT
Ummm... Fluo, Delta is part of DeathChill's staff, and has immense knowledge in computers and elsewhere. Of course she understood it, due to the fact that she probably wrote some of the new format, or at least helped with it. Besides, saying that you did not expect her to understand it is rude and uncalled for. BTW, if writing a script to translate into the new format is so easy, why don't you do it? Like you said, it should only take you about ten minutes. Oh, and, Delta, excuse me if I am using my pronouns wrong and you are a he. Eh, well I don't do programming much any more since I dropped it a while ago, so while I focus on graphics almost entirely now, I throw the odd comment line to DC sometimes for design issues. But for the most part I'm uninvolved in the programming. Aaaanyway. Some people prefer to see it all when they put data down, some prefer nice little windows promts that do it for them into a file. Your call. ~DS
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Post by Fluo on Jun 18, 2004 22:40:37 GMT
FMY: yes, that's what I meant when I said "keyword", though I would give the variables the name of the move itself.
DarkDog: I am studying computer science at university, and am having quite a hot deal of success, so I know what I'm talking about. As for rudeness, I will let DS judge for himself what is rude to him and what isn't, and I will adjust my speech and apologize if necessary, so just mind your own business please.
As for the script, it is neither my responsibility nor the time to do it, so I will only mention that I already did such a script to translate PPC submittals into a more consequent format, and to translate the information I had into a human readable format. I even did it for DeathChill once when I was bored, he had that huge thread at Serebii, and was asking for pokemon information.
It works to some extent, but it can also give unexpected results if you are not careful (replacing Thunder, for example, in which case you must include the comma separator, or replacing the type Steel with Metal, in which case you would be pretty much obliged to use regular expressions). In any way, even if you're careful, it's just lame.
Bad programming methods, you know.
It isn't simple when your commands' names look like variables. Instead of "BaseHP value;", for example, you should use "setBaseHP value;", or "set BaseHP,value;". Now, THAT is clear. It's important to name commands unambiguously, and follow some sort of convention.
I'll also point out that weight is used in the calculation of damage of the move Low Kick, that you inverted weight and height for at least Bulbasaur (didn't check the others), and that you forgot the semi-colon after the assignment to Pokedex.Desc. You are also ambiguously referring to "SpcAttk" and "Special Attack". You are using a confusing syntax for level-up moves:
Attack[15] Poisonpowder; Attack[15] Sleep Powder;
Square brackets are usually used for fetching values from an array or map. Basically, what I understand is that Attack is an array of a certain number of functions, and that you are calling the fifteenth function of that array with these moves as parameter... what?
It would be much clearer as
addLevelUpAttack PoisonPowder,15; addLevelUpAttack Sleep Powder,15;
Now everyone knows what's up.
Unless I missed it, you are missing the mini-sprite, and perhaps more, I haven't checked.
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Post by DeathChill on Jun 21, 2004 4:45:25 GMT
I was considering that way, but I said meh, why not use square brackets? I created the language so it's not like I'm bound to do things certain ways, and for those who actually program in any real languages, well, I wouldn't expect them to want to use a tiny scripting language.
Something I was actually considering was creating a list of all the commands and then allowing the user to rename each command so it'd use those names for them but when loaded on another computer it'd use their custom command list, etc, etc. Easy enough~ Also, the mini-images are included in the pokemon's image.
Edit: However, I do like the sound of setCommand VALUE so I believe I'll be adding the set to the commands to differentiate them from the variables.
This is what it should now look like: (NOTE: Evolved forms do NOT have Egg Moves, only their baby forms do; as well, it is Attack[value] not Attacks[value])
POKEMON[
/*------------------------------------------BULBASAUR--------------------------------------*/ { /* POKEMON SPECIES */ setSpecies Bulbasaur;
/* POKEMON IMAGES */ Bulbasaur.Image=Bulbasaur.png; Bulbasaur.ShinyImage=Bulbasaur_Shiny.png;
/* POKEMON STATS */ setBaseHP 45; setBaseAttk 49; setBaseDef 49; setBaseSpd 45; setBaseSpcAttk 65; setBaseSpcDef 65;
/* POKEMON POKEDEX NUMBER */ Pokedex.Numbs=001,226,203;
/* POKEMON POKEDEX DESCRIPTION*/ Pokedex.Desc=BULBASAUR can be seen napping in bright sunlight. There is a seed on its back. By soaking up the sun's rays, the seed grows progressively larger. /* POKEMON POKEDEX SPECIES */ Pokedex.Species=Seed;
/* POKEMON POKEDEX WEIGHT & HEIGHT */ Pokedex.Weight=2'04" ft; Pokedex.Height=15.0 lb;
/* POKEMON POKEDEX COLOUR */ Pokedex.Colour=Green;
/* POKEMON ABILITY */ setAbility Overgrow:100;
/* POKEMON GENDER: MALE, FEMALE */ Gender 87.5,12.5;
/* POKEMON TYPE */ setTypes Grass,Poison;
/* POKEMON CAPTURE RATE */ setCaptureRate 45; /* POKEMON EGG PRODUCED */ setEgg Bulbasaur;
/* POKEMON EGG GROUP*/ setEggGroup Monster,Plant;
/* POKEMON EGG STEPS TO HATCHING*/ setEggSteps 5120; /* POKEMON EFFORT POINTS */ setEffortPoints Special Attack:1;
/* POKEMON LEVEL-UP ATTACKS */ Attack[1] Tackle; Attack[4] Growl; Attack[7] Leech Seed; Attack[10] Vine Whip; Attack[15] Poisonpowder; Attack[15] Sleep Powder; Attack[20] Razor Leaf; Attack[25] Sweet Scent; Attack[32] Growth; Attack[39] Synthesis; Attack[46] Solarbeam;
/* POKEMON TAUGHT ATTACKS */ Attack[@teach] Toxic,Bullet Seed,Hidden Power,Sunny Day,Protect,Giga Drain,Frustration, Solarbeam,Return,DoubleTeam,Sludge Bomb,Facade,Secret Power,Rest,Attract,Swords Dance, Body Slam,Double-Edge,Mimic,Substitute,Cut,Strength,Flash,Rock Smash; /* POKEMON BREEDING ATTACKS */ Attack[@breed] Light Screen,Skull Bash,Safeguard,Charm,Petal Dance,Magical Leaf,Grasswhistle, Curse;
/* POKEMON EVOLUTION */ if(Bulbasaur.Level>=16 && LevelUp){ Evolve Ivysaur; } }
/*-------------------------------------------IVYSAUR---------------------------------------*/ { /* POKEMON SPECIES */ setSpecies Ivysaur; /* POKEMON IMAGES */ Ivysaur.Image=Ivysaur.png; Ivysaur.ShinyImage=Ivysaur_Shiny.png;
/* POKEMON STATS */ setBaseHP 60; setBaseAttk 62; setBaseDef 63; setBaseSpd 60; setBaseSpcAttk 80; setBaseSpcDef 80;
/* POKEMON POKEDEX NUMBER */ Pokedex.Numbs=002,227,204;
/* POKEMON POKEDEX DESCRIPTION*/ Pokedex.Desc=There is a bud on this POKéMON's back. To support its weight, IVYSAUR's legs and trunk grow thick and strong. If it starts spending more time lying in the sunlight, it's a sign that the bud will bloom into a large flower soon. /* POKEMON POKEDEX SPECIES */ Pokedex.Species=Seed;
/* POKEMON POKEDEX WEIGHT & HEIGHT */ Pokedex.Weight=3'03" ft; Pokedex.Height=29.0 lb;
/* POKEMON POKEDEX COLOUR */ Pokedex.Colour=Green;
/* POKEMON ABILITY */ setAbility Overgrow:100;
/* POKEMON GENDER */ setGender 87.5,12.5;
/* POKEMON TYPE */ setTypes Grass,Poison; /* POKEMON CAPTURE RATE */ setCaptureRate 45; /* POKEMON EGG PRODUCED */ setEgg Bulbasaur;
/* POKEMON EGG GROUP*/ setEggGroup Monster,Plant;
/* POKEMON EFFORT POINTS */ setEffortPoints Special Attack:1,Special Defense:1;
/* POKEMON LEVEL-UP ATTACKS */ Attack[1] Tackle; Attack[1] Growl; Attack[1] Leech Seed; Attack[4] Growl; Attack[7] Leech Seed; Attack[10] Vine Whip; Attack[15] Poisonpowder; Attack[15] Sleep Powder; Attack[22] Razor Leaf; Attack[29] Sweet Scent; Attack[38] Growth; Attack[47] Synthesis; Attack[56] Solarbeam;
/* POKEMON TAUGHT ATTACKS */ Attack[@teach] Toxic,Bullet Seed,Hidden Power,Sunny Day,Protect,Giga Drain,Frustration, Solarbeam,Return,DoubleTeam,Sludge Bomb,Facade,Secret Power,Rest,Attract,Swords Dance, Body Slam,Double-Edge,Mimic,Substitute,Cut,Strength,Flash,Rock Smash; /* POKEMON EVOLUTION */ if(Ivysaur.Level>=32 && LevelUp){ Evolve Venusaur; } }
/*-------------------------------------------VENUSAUR--------------------------------------*/ { /* POKEMON SPECIES */ setSpecies Venusaur; /* POKEMON IMAGES */ Venusaur.Image=Venusaur.png; Venusaur.ShinyImage=Venusaur_Shiny.png;
/* POKEMON STATS */ setBaseHP 80; setBaseAttk 82; setBaseDef 83; setBaseSpd 80; setBaseSpcAttk 100; setBaseSpcDef 100;
/* POKEMON POKEDEX NUMBER */ Pokedex.Numbs=003,228,205;
/* POKEMON POKEDEX DESCRIPTION*/ Pokedex.Desc=There is a large flower on VENUSAUR's back. The flower is said to take on vivid colors if it gets plenty of nutrition and sunlight. The flower's aroma soothes the emotions of people. /* POKEMON POKEDEX SPECIES */ Pokedex.Species=Seed;
/* POKEMON POKEDEX WEIGHT & HEIGHT */ Pokedex.Weight=6'07" ft; Pokedex.Height=220.0 lb;
/* POKEMON POKEDEX COLOUR */ Pokedex.Colour=Green;
/* POKEMON ABILITY */ setAbility Overgrow:100;
/* POKEMON GENDER */ setGender 87.5,12.5;
/* POKEMON TYPE */ setTypes Grass,Poison; /* POKEMON CAPTURE RATE */ setCaptureRate 45; /* POKEMON EGG PRODUCED */ setEgg Bulbasaur;
/* POKEMON EGG GROUP*/ setEggGroup Monster,Plant;
/* POKEMON EFFORT POINTS */ setEffortPoints Special Attack:2,Special Defense:1;
/* POKEMON LEVEL-UP ATTACKS */ Attack[1] Tackle; Attack[1] Growl; Attack[1] Leech Seed; Attack[1] Vine Whip; Attack[4] Growl; Attack[7] Leech Seed; Attack[10] Vine Whip; Attack[15] Poisonpowder; Attack[15] Sleep Powder; Attack[22] Razor Leaf; Attack[29] Sweet Scent; Attack[41] Growth; Attack[53] Synthesis; Attack[65] Solarbeam;
/* POKEMON TAUGHT ATTACKS */ Attack[@teach] Toxic,Bullet Seed,Hidden Power,Sunny Day,Protect,Giga Drain,Frustration, Solarbeam,Return,DoubleTeam,Sludge Bomb,Facade,Secret Power,Rest,Attract,Swords Dance, Body Slam,Double-Edge,Mimic,Substitute,Cut,Strength,Flash,Rock Smash; } }
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Post by Shadolf on Jun 25, 2004 23:29:41 GMT
I'm confused. Which one do we use? The most recent one that you posted, DeathChill?
Making Capture Rates would be ideal, Sneasel. I will attempt to help you at it too.
And I plan on being the one in charge of doing this, but if anyone wants to help, I would be glad to have some help. Whoever wants to can PM me, and I will keep track. From there I will divide them up into sections.
Also I am already confused by the rate of capture. Do we just take the numbers from that table that they provide us? And what about the RS Pokemon?
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Post by Fluo on Jun 26, 2004 1:49:52 GMT
ok I'll help for once
Zip me all the stats and all the move and trait data (I don't care about the format, I'll have to unmess it anyway), send it to me (breuleux@hotmail.com) and everything will be ready within a day, and configurable for any format you want to use.
If you want I can also put up a bot if you want to test the pokemon's balance.
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Post by sneasel on Jun 26, 2004 3:21:32 GMT
I'll take a stab at the Capture rates right now.
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Post by Shadolf on Jun 27, 2004 20:55:15 GMT
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Post by FMY on Jun 27, 2004 21:17:51 GMT
Shiny pics isn't that big of a problem. I culd easily modify the colors in Photoshop.
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Post by Darkdog on Jun 27, 2004 21:24:03 GMT
I thought that the shinies were decided by the game. Why else would FR/LG shiny eyes be black?
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Post by Shadolf on Jun 27, 2004 21:27:36 GMT
Well that's what I always thought too, until I saw the shiny picture address thing on there...so I thought we needed to make them again.
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Post by Fluo on Jun 27, 2004 21:36:50 GMT
Within the real game, shinies are only a palette change. I'd advice to wait a bit for further instructions before making new files for shinies.
This said, you could give an alternate pose to shinies while you're at it, if there have to be two separate files.
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Post by BuffyBoy on Jun 27, 2004 21:37:51 GMT
I'm not sure how many people would be willing to do that....
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Post by FMY on Jun 29, 2004 7:51:12 GMT
Yeah, changing the color isn't hard, changing the pose however, is hard.
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